mirror of https://github.com/nmlgc/ReC98.git
27 lines
842 B
C++
27 lines
842 B
C++
// Set to `true` to clear all on-screen bullets, giving out a semi-exponential
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// bonus for all bullets that were alive on the first frame of activity.
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// Lasts for BULLET_ZAP_FRAMES and resets to `false` afterwards.
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extern union {
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bool active;
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unsigned char frames; // doubles as the animation timer
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} bullet_zap;
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static const int BULLET_ZAP_FRAMES_PER_CEL = 4;
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#ifdef BULLET_ZAP_CELS
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// ZUN quirk: Effectively 1 in TH05, see bullets_update() for the cause.
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static const int BULLET_ZAP_FRAMES = (
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BULLET_ZAP_CELS * BULLET_ZAP_FRAMES_PER_CEL
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);
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#endif
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// # of frames left during which all on-screen bullets should decay.
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// Gives a constant point bonus for every bullet decayed during that time.
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extern unsigned char bullet_clear_time;
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#define bullets_clear() { \
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if(bullet_clear_time < 20) { \
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bullet_clear_time = 20; \
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} \
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}
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